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Yasai.3549

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Everything posted by Yasai.3549

  1. Because it is the only one lifeblood of the 2 North Tower and Garri as well as proximity from spawn. Why is Garri important? Waypoint. Why is Garri Waypoint important? Center of the map. All of this builds off the back of the Dolyaks from NNC. While NEC and NWC can also upgrade Garri, they are easily flipped due to how undefended they are.
  2. > @"Curennos.9307" said: > I use it in spvp and have found it rather lackluster - albeit funny when I can bonk someone with a 7k mighty blow while they're stuck in a trap or something. I'm dubious as to how it can be so bad in spvp but somehow manage to be as you describe in WvW, even with the stat/skill split differences and so forth. It is certainly very effective fighting against people who've never seen a hammer guardian before, but I've found it fails to measure up once I find someone who has any sort of idea of what they're doing and knows how to abuse the weapon's flaws. I can see Hammer being a useful ganking tool for H5 + Judgement followed by trap + Spirit Blades on a Burn build. This combo is usually a GGNORE Combo if landed. But the chances yur enemy is so unaware to let this happen is just unlikely, unless yu are some sort of master baiter which uses this to demolish camps and the moment someone leaps on yu with Warclaw yu lock them in and kill them. Again, if yur enemy is so stupid to jump onto a DH, they are asking to eat traps. > Anywho. I think the weapon could definitely benefit from trimming some cast times, at the very least. It feels like it was given the speed of a heavy ranged weapon when it is not that. Yea I think one of the main problems of hammer is the auto chain and knockback skill taking forever to cast.
  3. I'm still in the opinion that Hammer needs a rework to support itself as a Ranging weapon rather than a Sieging weapon. A Ranging Weapon usually has tools baked in to support themselves in order to inflict Ranged damage while keeping the user safe. Ranger's LB, SB Thief SB, DE Rifle Warrior Rifle Engi Rifle Are all examples of Ranging weapons, featuring some CC or mobility or evade or even a mix of all 3 in order to protect the user and allow them to continue Ranging. (Sieging are stuff like Rev Shortbow, Warrior LB, DH LB where it just deals damage or CC and has no self preservation tools) While Hammer is as a Sieging weapon is fine, it doesn't really fit any of the Core Legends for Revenant at all. Jalis is predominantly Melee and supports melee or midranged combat Shiro is obviously an in-the-face assassin rush down oriented kit Ventari is a healer (whatevs) Mallyx is also a rushdown and control kit I think what needs to be done is : Hammer Autos can have shorter range (900?) but made hitscan and hits targets directly. (OP in Zerg?) Hammer 2 could maybe be like Guardian's Hammer 3 which is a line of damage Hammer 3 can be a roll backwards while knocking back enemies within 130 range. (should it still have an evade?) Hammer 4 can have the same function but does not remove itself if yu swap out of Hammer. I guess with projectiles gone, it will be less effective, but at least yu can still use things to Leap through it (Like Sword 5) Hammer 5 can be the same but have SOME damage back on it. (Afterall Scrapper stun still has damage, so why Warrior, Rev and Guardian hammer got shafted is meh)
  4. > @"Antycypator.9874" said: > D/D is fine, but I would take some damage from Cloak and Dagger, and transfer it to AA chain. That would indirectly buff D/P and D/D will still be underused :/ If anything, there needs to be significant buffs or reworks to D/D 3, to make offhand Dagger actually worth consideration. It's only after then shifting power away from CnD should be considered.
  5. This question was asked before and my answer has not changed : What do yu expect out of Mesmer, while yu mention being a Thief main? If being sneaky and an assassin is yur gimmick, I'm sorry to break it to yu but no matter what yu play, it won't fit into a Zerg well at all. Mesmers are popular for zerging, but not usually as DPS, but as supports. If yu are simply looking for another class to play while yu can't play Thief effectively (like zergs), yu would find Mesmer worthwhile. If yu are finding a class to DPS in Melee in Zergs, I would recommend something like Frontline Ranger or Frontline Warrior. Let me enforce this again : if yu are looking for an assassin in a zerg, yu wouldn't have a fun time. At most yu would be skirting the edges of the main fight, picking off tail and killing people trying to rejoin, but then again, Thief can and already does that.
  6. It's good but never as good as Tormenting. Yu don't really need damage reduction on a target anymore as Mesmer anyway, yu really need sustain so that yu can heal through sustained chip damage as the fight progresses. Since Mesmers can't naturally sustain themselves unless they burn actives, something like Tormenting is much much more valuable since yu can apply Torment while attacking and kiting.
  7. > @"Fipmip.7219" said: > how far do you get with it in ranked spvp? h5 -> judgement was also my favourite strat but it only worked up to a point, basically relying on people to not understand what was happening and hit the wall a few times. or be overwhelmed in a teamfight. eventually you get to the level where most people teleport or break out, and at that point i saw it as the one trick pony it was. > > I still think hammer can be buffed while keeping it's current theme, as guild wars is a game where a small change to some function can have a big effect. like having another symbol on hammer 2 for instance. When I did play Hammer DH back before the nerfs, I actually played Hammer DH as a +1. The idea was to duel offnoders and when yu +1 a team fight, yur H5 > Judgement followed by Maw, Procession and Faith will easily disrupt and shutdown at least 1 or 2 of the enemy's team. Have not tried it in recent times though, I need to try it again.
  8. > @"Virdo.1540" said: > they just need to rework the whole stealth &Reveal system. Underrated comment. I think they should implement a "Stealth" and "True Stealth" split. "Stealth" usually comes from places like Runes, Combo Finishers, Traits, and can stack but dispelled immediately upon being hit in anyway or Revealed in any way. "True Stealth" usually comes from Cooldown based **UTILITY** skills and is immune to Revealed, Marked or any sort revealing mechanic, however they only last the duration stated in the tooltip and is non stackable. This will put more power into active Stealth which require cooldowns to play around, and stomp down any "cheap" Stealth applications or Stealth which don't naturally occur in a Profession's kit.
  9. > @"Fueki.4753" said: > As for me... > Unless Arenanet disables Stealth for it (or at least makes it instantly reveal when entering Stealth) with a minor trait, > I don't want Arenanet to even think of making an Assassin elite specialization. Doesn't matter if yu disable stealth for it or not. Knockdown on Auto attack is just never going to happen. All yu have to do is get a one knockdown when their stunbreaks are on cooldown and it's a perma knockdown chain until they die and yu don't even have to stomp, the 3rd hit finishes.
  10. Warrior bad? Nope not at all. Warrior not matching up to a good number of OPGGEZ Meta builds out there? That's an undeniable fact. At the end of the day, play what yu are most comfortable with. There is no point playing something meta when yu can only pull out at best 20% of its effectiveness whereas yu can play a Warrior build yu are used to and pull out 100% effectiveness. That being said, Warrior isn't "bottom of the barrel" tier, so I don't see why people would say warrior is bad.
  11. Sword Dagger Thief. Reasons : - S/D Weaver will often ruin skin's effects with their own skill effects. - S/D SpB may be decent, but as a Warrior, yu should be swapping weapon sets constantly, so yur S/D weapon set will only get 50% visibility uptime. - S/D on Ranger is more often than not, a Defensive set due to its evades. As a defensive set, yu will never see a need to stay in this set for extended periods of time and is usually swapped into for defensive reasons and swapped out off so yu can retaliate with damage. **Hence, S/D Thief is the only Sword Dagger build which ensures maximum S/D visibility uptime.**
  12. Condi Rev may be brain dead, but its effectiveness only extends to how knowledgeable their opponent is. If their opponent knows how to approach a Condi rev, Condi revs are actually not too bad, especially when compared to roaming powerhouses like MM Reapers or Core Necros. > @"kamikharzeeh.8016" said: > small input, it's not a wvw-build. once it gets to bigscale, u don't see much condirevs, bc they just don't do well there. it can maybe 1v3, but that's what several classes manage on the right situations. It's a viable roaming and havoc build. In fact, it's extremely strong in small scale fights because the number of players fighting usually allow Condi Rev to actually get a decent heal off using Infuse Light due to lack of coordination. The reason why it is never brought to largescale zerg fights are because its main condition outputs, Torment and Burning, can be Boon converted by enemy Scrappers into Might and Aegis respectively, which is a huge no-no.
  13. I give it no better than a 4. It has a good concept, good potential, and had an initially great map and meta. It just went downhill from there in terms of content quality and story writing.
  14. http://gw2skills.net/editor/?PiyAEx/lRwgYXUBmJOyKZvUA-zVJYiRN/h0mCITpQviAFPA-w Really stupid build which uses Charr Racial. The goal is to play like a Deadeye and range with skills while kiting with Sand Through Glass and Hidden Pistol. Yu can even use Hidden Pistol as part of yur GS opening burst.
  15. Mesmer. Mesmer has always dominated and still dominates certain roles in the meta.
  16. Necro and Guardian are both significantly different from Thief and offer plenty in a zerg compared to thief. For Mesmer, it depends on build. Since yu posted this in a Necro sub forum, then yea, go for Necro.
  17. > @"Psycoprophet.8107" said: >the games a loss either way lol. Just me but if a game is loss either way, I don't wanna get pm'd after the match asking why I didn't +1 xDDDDDD
  18. Imo just decap and focus on +1. There is always one idiot who breaks off during the teamfight (due to being focused or whatever) and after recovering they proceed to run off and cap instead of fighting.
  19. There needs to be a Queue system where people queue for : - Home - Far (Roam) - Middle Then if yu see yur Home run to Far right after capping Home, report him. (I'm frigging kidding but if this is what it takes for people to actually play for their team then whatever)
  20. She will play the role of Balth 2.0 and start the next expansion after post EoD Living World. Provided Anet writers remember she exists.
  21. > @"DeceiverX.8361" said: > It's kind of ironic, because you've made it very apparent you're a former mirage main who's on multiple occasions rejected that MC is a bad mechanic and was impossible to balance. > A bad player can play a good build and still suck, and a good player can play a bad build and still do well in various content spheres. People who act like this often embellish the truth quite a bit and would probably just say they're a thief main, and nobody would be able to call them out. > > It'd be wiser if we just reject nonsense and ask disillusioned people to post the proof of their claims for gameplay critique or fight analysis, or simply try to have them drop the attitude and help them become better players to overcome the issues initially. > > It's also an entirely different subject to talk about bad design versus something being overpowered. Most people acknowledge Sustained stealth, reduced visual clarity, overly-punishing effects like Ancient Seeds, gamebreaking things like boon-spamming firebrand, and virtually everything about Scourge and its management of large-scale boons are poorly-designed when considering the game's content sphere as a whole and for various reasons. Even if not nominally OP, something can be validly critiqued as bad design and more importantly, propose a well-founded change. Assuming too much aren't we? I never did say I mained thief, but I do play it. And I never said MC was a problem, I always mentioned IH when talking about Mirage. IH is the true problem. If anything, I have paraded that Initiative is impossible to balance. 1. I play Condi Chrono, Weaver, Core Warrior, Core Revenant and Core Thief. (I have posted my builds several times on the forums to boot) 2. Yes, honestly we should get people to post videos, but that's not always a case. But telling someone to reveal their build usually tells us how they would fair against the class they are complaining about. It also allows to input more constructive advice instead of devolving into a "just dodge" or "L2P" back and forth 3. Not sure about bad design, but nothing becomes "overpowered" through their own design. I think it's more accurate to look at things in a Food chain concept. Previously, was Condi Herald ever a big issue? Not really, because it was being kept in check by things like Power Soulbeast, Condi spam Mirage or 1 shot backstab builds. But with the February patch, alot of the things previously "preying" on Condi Herald suddenly vanished overnight, and as a result Condi Herald is now the head honcho. Similarly, there are things in the past keeping Thief from being too dominant, the main build being Power Spellbreaker. But ever since Warriors got slapped with 300ICD traits, their effectiveness plummeted and lesser and lesser effective builds exist to dab on Thieves. And so on and so forth. 4. My opinions on Boons : Boons are broken. I have spoke about this on several threads as well. Boons need a competitive split in terms of effectiveness. Even if we ignore defensive boons, Might gives way too much free stats for something which can be sustained and gained by all professions with fairly little effort. Sometimes yu lose a fight not because yu are less skilled, but because while both players are equally skilled, the one with more boon uptime can hit harder at all times.
  22. If yu strip everything away, DRMs are basically watered down Fractals. Single scenario - Story driven objectives - Boss at the end with some mechanics. These are all the makings of a Fractal.
  23. > @"Jugglemonkey.8741" said: > Exactly. If you bring a thief or ranger to a zerg situation, you get shouted down and told to reroll. Not sure why they are surprised when they get told to reroll after bringing a zerg build roaming, it's literally the same principle in reverse haha Oh boi, it's my ultimate pet peeve when some dude is yelling and raging in Team chat about this "unbeatable hacker who does so much damage camping the spawn area" and I come and find out that this dude is running full Zerker Zerg build and getting preyed on by a Roamer. **In fact, I think if anyone complains about another class in WvW subforum from now on has to reveal their build as a courtesy.** It's really such a ridiculous claim about another class being GGOP when they themselves are playing what's essentially a wet ricepaper.
  24. > @"DeceiverX.8361" said: >You can unequip DrD and still play DE and core remotely successfully in terms of combat power (DrD specifically is abusive in sPvP due to dash movement speed less than any provided combat potency), whereas you really can't unequip D/P and play even remotely at the level needed to out-fight most specs today when played fairly well. I have dueled plenty of Core D/Ps and DrD D/Ps and honestly, DrD is straight up busted. It's Dash. Dash is really busted in the way it acts as a "stunbreak" for movement impairment. It doesn't remove 1 single movement impairment. It removed ALL impairment including Immobilizes. Being able to do this 3 times in a row, and gaining a damage reduction buff after it ends really increases DrD's survivability onto another level due to them being nearly impossible to lockdown by a single player. Remember back when we had OG Elusive Mind? Playing against Dash DrD these days feel exactly like that due to Dash moving them out of most CC range, and the evade frame dodging anything that isn't them running into a Necro's Fear. If Dash has to be nerfed in the future, I think they should just remove 1 impairment at a time, prioritizing Immob, then Cripple, then Chill.
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